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punktfunk/crates/punktfunk-host
enricobuehler 2c7ded0f3c
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fix(host/audio): rebuild mic passthrough — eager, self-healing virtual mic on both hosts
Mic passthrough silently died on real hosts. Root causes, all fixed:

- No liveness anywhere: a PipeWire restart (Linux) or any WASAPI device
  error (Windows) killed the backend worker; push() fed the dead queue
  for the rest of the host's life. VirtualMic now has a liveness
  contract (push -> bool, alive(), discard()) and the new shared
  audio::MicPump reopens with backoff, probing on an idle heartbeat so
  the mic heals BETWEEN sessions too. Validated live: systemctl restart
  pipewire -> node back in ~0.5 s, tone flows through the reopened
  backend.

- Lazy creation: the mic device didn't exist until the first 0xCB
  frame, but games bind their capture device at launch and never
  re-follow. The pump opens eagerly at host start (node exists with
  zero clients, elected default source).

- Windows headless dead-end: with VB-CABLE as the ONLY render endpoint
  (exactly what the installer ships), the anti-echo guard rejected the
  cable as the default render endpoint -> mic permanently dead. The new
  wiring_plan (pure, unit-tested on every platform) assigns the mic its
  endpoint FIRST (cable reserved for the mic), points the loopback at a
  DIFFERENT endpoint, and the capture side now yields (explicit
  endpoint or honest error) instead of the mic dying. Plan recomputed
  per (re)open — endpoints churn at boot/logon/driver installs.

- Stale bursts: buffered audio from a previous session played into a
  newly-attached recorder (observed live). Timestamped chunks + a
  consumer-gap check in the process callback age everything past 1 s.

The Linux node mechanism stays the stream-based Audio/Source with
RT_PROCESS + priority.session: the canonical null-audio-sink adapter
recipe was tested on this box (PipeWire 1.6.2) and never gets a clock
(QUANT 0 -> pure silence), and WirePlumber reroutes a feeder targeting
it to the default sink (echo). Decision documented in the module docs.

Live-validated on this box (synthetic host + probe --mic-test,
pw-record): eager node, both attach orderings, PipeWire-restart
self-heal, post-session silence. Windows side compile/CI + on-glass
validation pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 20:41:19 +00:00
..

punktfunk-host

The streaming host — the program you run on the machine whose desktop or games you want to stream. For each client that connects, it spins up a virtual display sized to that device, captures it on the GPU, encodes with hardware NVENC/VAAPI/AMF/QSV, and sends it out over a low-latency transport — no physical monitor, no letterboxing, no rearranging your real screens.

It speaks two protocols from one process:

  • GameStream — so any Moonlight / Artemis client works day one.
  • punktfunk/1 — punktfunk's own faster protocol (QUIC control plane, GF(2¹⁶) FEC + AES-GCM data plane) that the native clients use.

Runs on Linux (the primary, most battle-tested path) and Windows (x64). The shared protocol, FEC, and crypto live in punktfunk-core; this crate is everything platform-facing around it.

What it does

  • Per-client virtual displays at the exact WxH@Hz. Linux uses per-compositor backends — KWin, gamescope, Mutter, and Sway/wlroots; Windows uses its own all-Rust IddCx virtual display, even on the secure desktop (UAC / lock screen).
  • GPU zero-copy capture → encode. dmabuf → CUDA/Vulkan → NVENC on Linux; DXGI/WGC → GPU encode on Windows. Encoders auto-select by GPU vendor: NVENC (NVIDIA), VAAPI (Linux AMD/Intel), AMF/QSV (Windows AMD/Intel), or software H.264 as a floor. HDR/10-bit and HEVC 4:4:4 supported.
  • Input injection. Mouse/keyboard (libei / gamescope EIS / wlr / Windows SendInput) and virtual gamepads — Xbox 360/One, DualSense, DualShock 4 — with rumble and HID feedback back-channels.
  • Audio both ways. Opus audio host→client, plus a virtual microphone the client can talk into.
  • Trust & discovery. A persistent host identity, SPAKE2 PIN pairing (default) or TOFU, and mDNS auto-advertisement so clients find the host without typing an IP.
  • Management API + web console. A REST API (mgmt.rs, OpenAPI at api/openapi.json) drives status, paired devices, and on-demand pairing; the browser UI is in web/.

Run it

punktfunk-host serve runs inside your desktop session. Bare serve is the secure native-only default (punktfunk/1 + the management API); add --gamestream on a trusted LAN to also accept stock Moonlight clients.

# Linux, from the repo root (see the repo README "Running on this box" for the headless recipe):
cargo run -rp punktfunk-host -- serve                 # native-only (secure default)
cargo run -rp punktfunk-host -- serve --gamestream    # + Moonlight compatibility

Then pair from the web console (https://<host-ip>:47992) or the client app.

Most people should install a package rather than run from source — see packaging/ (apt · rpm/COPR/bootc · Arch/sysext · Windows installer) and the per-platform guides at docs.punktfunk.unom.io/docs/install.

Subcommands

Command Purpose
serve The host (native punktfunk/1 + mgmt API; --gamestream adds Moonlight).
punktfunk1-host Standalone native-protocol listener for testing/measurement (--source virtual, --max-sessions).
openapi Print the management-API OpenAPI spec (regenerates api/openapi.json).
library Inspect the multi-store game library.
service · driver · web Windows: SCM service, driver install, bundled web console.
*-test / *-selftest / *-probe Diagnostics (input, zero-copy, HDR, compositor, gamepads).

--help lists them all.

Layout

src/
  main.rs            CLI + subcommand dispatch
  config.rs · session_plan.rs · session_tuning.rs · pipeline.rs   session setup + the frame pipeline
  vdisplay/          per-compositor virtual outputs (kwin · gamescope · mutter · wlroots)
  capture/ · capture.rs    screen/dmabuf capture (+ Windows DXGI/WGC)
  encode/ · encode.rs      per-GPU encoders (nvenc · vaapi · ffmpeg_win (AMF/QSV) · sw)
  zerocopy/          dmabuf → CUDA → NVENC bridges (EGL/GL tiled, Vulkan LINEAR)
  inject/ · inject.rs      input backends (libei · wlr · uinput gamepads · UHID DualSense/DS4)
  audio/ · audio.rs        Opus out + virtual mic (PipeWire / WASAPI)
  gamestream/        Moonlight compat: nvhttp · pairing · rtsp · control · stream · gamepad · apps
  punktfunk1.rs      the native punktfunk/1 host (QUIC control + native-thread UDP data plane)
  mgmt.rs · native_pairing.rs · stats_recorder.rs   management API, pairing, perf capture
  hdr.rs · library.rs      HDR metadata; multi-store game library
  linux/ · windows/  platform-confined backends
  • punktfunk-core — the shared protocol · FEC · crypto core
  • Clients — the apps that connect (Apple · Linux · Windows · Android · probe)
  • Packaging & docs — install & operate
  • design/ — architecture rationale and deep-dive plans